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    Issues for Distributed Multimedia SystemEssay in course DIF8914 Distributed Information System

    Gu Mingyang, November, 2002

    IDI, Norwegian University of Science and Technology, 7491 Trondheim, NORWAY

    [email protected]

    Abstract

    Multimedia applications generate and consume continuous streams of data in real time. They

    contain large quantities of audio, video and other time-based data elements, and the timelyprocessing and delivery of the individual data elements is essential. In distributed system, data

    transmission is pre-requisite. So the main topic in distributed multimedia system is how to

    transfer multimedia data within the demanded quality. This paper discusses the requirements

    imposed by multimedia computing, and then provides two framework models to meet some ofthese requirements.

    1 IntroductionMultimedia applications generate and consume continuous streams of data in real time. They

    contain large quantities of audio, video and other time-based data elements, and the timely

    processing and delivery of the individual data elements is essential. In distributed system, data

    transmission is pre-requisite. So the main topic in distributed multimedia system is how to

    transfer multimedia data within the demanded quality.

    The existing standards and platforms about the distributed system, such as RM-ODP, CORBA

    and DCE, mainly focus on the discrete data transmission. The introduction of multimedia

    computing puts a large number of new requirements on distributed system.

    Firstly, the distributed multimedia system should be able to provide support for continuous

    media types, such as audio, video and animation. The introduction of such continuous media

    data to distributed systems demands the need for continuous data transfers over relatively long

    periods of time. For example, playing a video from a remote website implies that the

    timeliness of such media transmission must be maintained in the course of the continuous

    media presentation.

    The second requirement of distributed multimedia applications is the need for sophisticated

    quality of service (QoS) management. In most traditional computing environments, requests

    for a particular service are either met or ignored. But in multimedia system, there are more

    contents, which can be classified into static QoS management and dynamic QoS management.

    Another requirement of distributed multimedia applications is the need for a rich set of

    real-time synchronization mechanisms about continuous media transmission. Such real-time

    synchronizations can be divided into two categories: intra-media synchronization and

    inter-media synchronization.

    A further requirement is to support multiparty communications. Many distributed multimedia

    applications are concerned with interactions between dispersed groups of users, for example,

    a remote conference application. So it is important for distributed multimedia system to

    support multiparty communication.

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    In order to meet such requirement, some new frameworks appear. In this paper, we will

    introduce two framework models.

    In the first model, we model the stream as binding object. And this model will establish a

    middleware platform to resolve user-oriented QoS using such binding objects.

    The second model is based on the idea that the new differentiated or integrated servicesrespond to the needs of new applications, which means the framework provides a number of

    services and satisfies the requirements of different applications through selecting or

    integrating these services. This framework provides a guaranteed end-to-end QoS in an IPv6

    differentiated services environment.

    The essay is structured as follows. Section 2 presents some terms mainly about the

    multimedia definition. Section 3 describes the four requirements in detail imposed by

    multimedia computing. Section 4 introduces two framework models trying to meet such

    requirements. Conclusions are presented in section 5.

    2 Terminology and Related Topics

    In this section, two concepts, such as media, multimedia, will be introduced. And then the

    characteristics of multimedia will be described.

    Definition Media:The term media refers to the storage, transmission, interchange, presentation, representation

    and perception of different information type (data types) such as text, graphics, voice, audio

    and video.

    According to different application goals, the definition emphasizes different aspects of media.

    In the case of the definition of multimedia, the representation media is focused on.

    Definition Multimedia:The term multimedia is used to denote the property of handling a variety of representation

    media in an integrated manner.

    Representation media is related to how information is described (represented) in an abstract

    form, for use within an electronic system. For example, for the data of text, we can present it

    to user using ASCII characters, grey-scale graphics or colorful graphics. In this example,

    different representation types are used to present the same content.

    In order to store or transfer multimedia data, two types of media ought to be classified:continuous media and discrete media. Continuous media types are those with an implied

    temporal dimension: items of data must be presented according to particular real-time

    constraints for a particular length of time. For example, audio, video and animation belong to

    continuous media type. On the contrary, the discrete media types have no relation to time

    limitation. Examples of discrete media types are text and graphic.

    It is reasonable to fully integrate the discrete media types and continuous media types, but to

    support the representation of continuous media type will need considerable demands on the

    underlying technologies. Continuous media types may be represented in either digital or

    analogue format. In this paper, all the discussion will focus on the digital continuous media.

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    A distributed system is designed to support the development of applications and services

    which have a physical architecture consisting of multiple, autonomous processing elements

    that do not share primary memory but cooperate by sending asynchronous messages over a

    communication network.

    There are some standards and platforms developed to support distributed system on traditionaldata type. But handling multimedia data on distributed system throw considerable

    requirements on the design and development of distributed system.

    3 Requirements

    The introduction of multimedia adds some significant requirements to the developers of

    distributed system platforms. We can discuss such requirements in four categories:

    3.1 Support for continuous media

    The first requirement of multimedia is the need to provide support for continuous media

    types, such as audio, video and animation. The introduction of such continuous media data todistributed systems demand the need for continuous data transfers over relatively long periods

    of time. For example, playing a video from a remote website implies that the timeliness of

    such media transmission must be maintained in the course of the continuous media

    presentation.

    Simple streams and complex streams

    We can see the continuous multimedia as stream when transferring through the distributed

    system. On closer examination, stream interaction is a general concept covering a number of

    different styles. It is possible to identify two broad classes of stream interaction.

    Simple streamsA simple stream consists of a single flow of data where the data is of a single continuous

    media type, such as a single flow of audio or video data.

    Complex streamsA complex stream consists of several flows of data where each flow has a designated and

    potentially distinct media type. For example, a complex stream could consist of an audio

    flow and a video flow or two separate audio flows.

    Complex streams introduce more complexity into the distributed systems than simple streams.Of course, complex streams can be constructed from individual streams. And the individual

    flows of a complex stream can be transmitted down separate connections. But as a whole,

    some more complex works must be considered, such as separating and integrating individual

    flows at the ends of transmission.

    Programming models and system supports for continuous media

    Existing programming models and system platforms for distributed computing are normally

    based on discrete interactions:

    Asynchronous or synchronous message passingRemote procedure calls

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    Object invocation

    The first two models are associated with client-server computing and the latter paradigm with

    object-oriented models. However, they do not fit for handling or transferring continuous

    media which will last a long period and have concrete temporal demands. We can therefore

    identify a need to provide explicit programming models and system supports for continuousmedia computing.

    3.2 Quality of service management

    The second requirement of distributed multimedia applications is the need for sophisticated

    quality of service management. In most traditional computing environments, requests for a

    particular service are either met or ignored. But in multimedia system, there are more

    contents.

    Quality of service management encompasses a number of different functions, and we can

    classify them into two types of aspects: static aspects and dynamic aspects.

    Static aspects

    Static QoS management functions are carried out when a given service is initially established.

    The goal of these functions is to ensure that the appropriate steps are taken to attain the

    desired quality of service.

    QoS specificationThe QoS specification refers to the creation of the QoS contract using an appropriate means

    to express the QoS requirements. For example, the QoS contract could state the concrete

    demands on different measurement dimensions such as the timeliness, volume andreliability.

    QoS negotiationThe QoS negotiation refers to achieving an agreement on the QoS contract between all

    involved parties. This function will focus on establishing the concrete quality of service for

    each of the involved components and ensuring that the whole quality of service can satisfy

    the acceptable bounds defined in the contract.

    Admission controlIn order to ensure whether or not the system can provide desired QoS, we usually carry out

    an admission control test. The admission control test will determine if the system candeliver the required service at that precise moment. If the test is passed, the system will

    then guarantee that the quality of service can be met. The admission test puts some concrete

    demands on different resources such as memory and the network, so it is necessary to

    combine the admission test with resource reservation.

    Resource reservationThe resource reservation is used to guarantee the desired service level to be meet by

    reserving resources to that concrete service, such as network, memory and processor.

    Dynamic aspects

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    Dynamic QoS management functions are used to monitor and control the run-time quality of

    service. The goal of these functions is to ensure that the appropriate steps are taken to

    maintain the desired quality of service.

    QoS monitoring

    This function is used to monitor the level of service being offered by the involvedcomponents and report any problems. Here, the user should specify the granularity of the

    monitoring, for example, how often should the monitoring function execute, every second

    or every hour?

    QoS policingBesides monitoring the system components to maintain the level of service, we should

    ensure that the users of the service are adhering to the contract. This function is carried out

    by QoS policing. For example, the QoS contract demands the users to send videos 30

    frames per second in a communication. It is important to ensure that the sending speeds are

    within the limitation.

    QoS maintenanceQoS maintenance is concerned with actions that can be taken to ensure that the level of

    service is maintained in a concrete process of service. For example, if a decline of QoS is

    detected, the service can ask for more resources from the system in order to keep the level

    of service. Usually, such actions are enough to deal with minor fluctuations of quality of

    service. If the contract of service is clearly broken, we will have to use QoS renegotiation

    function.

    QoS renegotiationIf the contract of service is apparently broken down, it becomes necessary to notice the user

    of the service and to start a renegotiation of the quality of service. The user at this stage

    may decide to make a new contract or abort this service.

    3.3 Real-time synchronization

    A further requirement of distributed multimedia applications is the need for a rich set of

    real-time synchronization mechanisms about continuous media transmission. Such real-time

    synchronization can be divided into two categories: intra-media synchronization and

    inter-media synchronization.

    Intra-media synchronization

    Intra-media synchronization refers to the maintenance of real-time constraints across a single

    continuous media connection. For example, in video transmission, this type of

    synchronization is used to ensure the video is received with required throughput, jitter and

    latency. We can use figure 1 to illustrate these terms.

    Throughput of a continuous media transmission is decided by the value of average interval

    between frames which indicate the frames transmission speed. Jitter refers to the difference

    between an individual interval and the average interval. Latency refers to the time between the

    sending and the receiving.

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    T1 T2 T3 T4

    TimeJitter

    IntervalTi: arrival time of video frame i

    Figure 1. Intra-media synchronizaition

    Inter-media synchronizationInter-media synchronization is more complex and concerned with arbitrary different media

    types. We can discuss some examples here which include the synchronization between audio

    and video channel and the synchronization between text subtitle and video sequences. Thefirst example illustrates an inter-media synchronization between two continuous media types,

    and the last one is between a continuous media type and a discrete media type.

    3.4 Multiparty communications

    Many distributed multimedia applications are concerned with interactions between dispersed

    groups of users, for example, a remote conference application. So the final requirement of the

    distributed multimedia system is the need to support multiparty communication.

    Programming models and system supports

    In order to support multiparty communications, we need new programming models. Such

    models should support different styles of multicasts such as 1N, N1, MN. In addition,

    such models should provide some functions to manage the meeting groups including the

    functions to create and destroy groups, join and leave groups. Also, it is necessary to provide

    underlying system support for multiparty communications. For example, without system

    support, the demanded bandwidth will be excessive. We can lessen the bandwidth through

    constructing the multicast graphs through splitting and merging functions which definitely

    need the system supports.

    Impact on QoS management

    In multicast communications, different receivers may require different qualities of service, so

    it adds considerably complexity to quality of service management. We can see it more clearly

    through figure 2.

    Impact on synchronization

    Multiparty communication also adds complexity to synchronization in general. It is important

    to be able to support a variety of policies for ordering of data delivery, for example, real-time

    ordering, causal ordering, attribute ordering and partial ordering.

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    ReceiverA

    ReceiverBSender

    ReceiverC

    F1

    F2 ReceiverDFilter

    Figure 2. Multicast communication

    Sender sends video at 30 frames per second (full color)

    ReceiverA receives video at 30 frames per second (full color)

    ReceiverB and ReceiverC receives video at 10 frames per second (full color)ReceiverD receives video at 10 frames per second (grey-scale)

    4 Framework ModelsThere are some standards and platforms for distributed systems such as ISOs Reference

    Model for Open Distributed Processing (RM-ODP), OMGs Common Object Request Broker

    Architecture (CORBA), and Open Groups Distributed Computing Environment (DCE) and

    so on. But almost all of the standards and platforms are designed for discrete data

    transmissions, and they do not fit for distributed multimedia system, especially for continuous

    media transmission. Here, I will introduce two framework models, which try to resolve some

    requirements discussed above.

    4.1 A QoS Framework for Streaming

    In distributed multimedia system, the multimedia data is transferred as stream. The designersmodel a stream as binding object. In this framework, we focus on establishing a middleware

    platform to resolve user-oriented QoS using such binding objects.

    Object Model

    Figure 3 shows the object model we use to structure the framework. Each object encapsulates

    state and behavior and can expose operational and streaming interfaces to other objects.

    Figure 3. An object with operational and streaming interfaces

    Operational interfaces allow client objects to invoke computational services onto the object

    that exposes the interface (acting as a server object). Streaming interfaces allow objects to

    exchange one ore more flows of continuous information (audio or video information).

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    QoS-aware Middleware Platform

    We propose a platform that is capable to associate a QoS with an objects streaming interface

    same or another objects operational interface.

    he

    nd-user. Agents invoke the services of our platform to bind endpoint objects and to control

    on

    igure

    ataba object via

    e binding object. The player user consumes the stream that the binding produces. The two

    g

    he binding object of Figure 4 may encapsulate a large number and a variety of resources and

    ex QoS control activities. We will further decompose the platformto two horizontal parts (client and server) and three vertical planes (data transfer plane, QoS

    nsfer plane includes the objects that are capable of forwarding the data units of

    a multimedia stream.

    pendent as well as transport dependent stream processing. Examples

    and to control this QoS through the

    The application objects, such as cameras, speakers, files, are endpoints of audio and video

    stream. The application layer contains agent objects that act as a service object for t

    e

    the QoS of local endpoint objects. A binding object allows endpoint objects in the applicati

    layer to exchange a stream of multimedia information.

    4 show an example, a player user sees the video files stored in the remote video

    s ayer

    Figure 4. Binding object interconnecting two application objects

    F

    d e. The video server produces an audio-video stream that flows to the pl

    th

    agent objects use the operational interfaces of the player, the video server and the bindin

    object to control the QoS of the streams that these objects produce.

    The Platforms InternalsT

    it needs to perform complin

    control plane and QoS management plane), which is shown in figure 5. Across these three

    planes we distinguish between a middleware layer and the Distributed Resource Platform

    (DRP) layer.

    Data TransferThe data tra

    An object in the data transfer plane of the middleware layer encapsulates resources that

    perform transport-inde

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    of the former are encoders and multiplexers; an example of the latter is a packager that c

    adapt an MPEG encoded stream for transmission over UDP.

    The objects in the data transfer plane of the DRP encapsulate

    an

    the distributed resources (IP

    uters, bridges) that provide end-to-end connectivity.

    he objects in the QoS control and management planes of the middleware layer and the

    eam flowing through the data transfer plane.

    ach bin iddleware

    yer and ing interfaces

    ngs

    re not

    art of a particular binding. Rather, they can be considered part of every binding because their

    ro

    QoS Control and ManagementT

    DRP layer govern the QoS of the str

    ding he m

    the DRP layer. These objects control the QoS of the bindings stream

    Figure 5. Two-dimensional version of the QoS framework

    E object encapsulates a set of objects in the QoS control plane of t

    la

    during its lifetime. We propose that objects in the QoS control plane are responsible for

    establishing a QoS for a binding. The establishment of QoS typically involves the negotiationof an acceptable QoS followed by the reservation and initialization of objects in the data

    transfer plane to fulfill the negotiated QoS. Other activities that can be found in the QoS

    control plane involve predicting a bindings current and near-future QoS, keeping a bindi

    current QoS in line with the negotiated QoS, and releasing a binding and its resources.

    The objects in the QoS management plane of the middleware layer and the DRP layer a

    p

    activities transcend the lifetime of individual bindings. Objects in the QoS management plane

    for instance take care of fault management and statistics collection.

    You can see this model more detailed in [7].

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    4.2 A Framework Model Based on IPv6 Environment

    d services respond to the

    mber of services and

    , the communications exchanged within a distributed system can be

    ecomposed into several data flows each one requiring its own specific QoS via a consistent

    erse set

    ataic QoS

    Besi les are defined in this framework:

    The first one provides multiple transport layer possibilities, such as TCP, UDP;zation of QoS services at

    Th t

    quirements about the end-to-end QoS are translated to generic parameters understood by the

    cond one designates which transport protocol to use (UDP, TCP);

    lication;

    set of

    The main idea in this model is that the new differentiated or integrate

    needs of new applications, which means the framework provides a nu

    satisfies the different requirements of different applications through selecting or integrating

    these services. This framework provides a guaranteed end-to-end QoS in an IPv6

    differentiated services environment.

    End-to-end level

    In this framework

    d

    API (Application Programming Interface) offering parameters and primitives for a div

    of necessary services. In figure 6, the application layer software is allowed to establish one or

    many end-to-end communication channel, each channel can:

    Unicast or multicast

    Dedicated to the transfer of a single flow of application dAble to offer a specif

    des the API, three other modu

    The second one implements the mechanisms linked to the utilithe IP layer;

    The third one associate a given transport channel with a given IP QoS service.

    en he transport layer function calls are translated to the new API and the detailed

    re

    API. Finally, in addition to QoS parameters, an application must specify four serviceparameters:

    The first one characterizes the traffic generated by the application sender;The seThe third one designates the IP layer's QoS management desired by the appThe final parameter identifies the address, either unicast or multicast, of a

    destination applications.

    Figure 6. The end-to-end communication system

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    Network level

    performed at the network level can be divided in two categories: those related

    the data path and those related to the control path:

    e

    Three services have been defined at the IP level:

    GS (Guaranteed Service) is used for data flows having strong constraints in both delay

    , but requiring a minimum average bandwidth;

    In i

    ntered by a packet when it enters the network. Its logical

    tructure is shown in Figure 7.

    Packets classification, which is based on information from the IPv6 header;lows to determine whether they are in or out of profile;

    SCP);

    being in or out profile;

    utput int

    mplement a set of forwarding behaviors called Per Hop

    ehavior (PHB). These behaviors are implemented through scheduling. They are integrated in

    Behavior Aggregate classifier which classifies

    ackets according to their DSCP, and the rate control at the output of core routers that isnecessary to avoid congestion.

    QoS functions

    to

    On the data path, QoS functions are applied by routers at the packet level in order to

    provide different levels of service.On the control path, QoS functions concern routers configuration and act to enforce th

    QoS provided.

    and reliability;

    AS (Assured Service) is appropriate for responsive flows having no strong constraintsin terms of delay

    BE (Best Effort) service offers no QoS guarantees.

    put nterface of edge router

    This is the first interface encou

    s

    This interface is in charge of:

    Measuring AS and GS fShaping GS packets and dropping them if necessary;Marking AS and GS packets with the appropriate Different service code point (DMarking AS packets with the precedence due to theirMarking BE packets to prevent them from entering the network with the DSCP of

    another service class.

    erface o

    Figure 7. Input interface structure

    O f all routers

    In this model, all routers must i

    B

    the output interface of each router (Figure 8).

    Two additional points must be mentioned: the

    p

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    FIFO: First-in, First-out queue

    PBS: Partial Buffer Sharing

    Figure 8. Output interface structure

    WFQ: Weighted Fair Queuing

    PQ: Priority Queuing

    You can see this mode

    Conclusions

    ted multimedia system in some depth.

    t wing areas have been looked at in detail: support for continuous media,

    nagement, real-time synchronization and multiparty communication.

    l more detailed in [2].

    5

    This essay has examined the requirements of distribu

    Par icularly, the follo

    quality of service ma

    This essay also introduces two framework models trying to solve such requirements. To be

    frank, these frameworks are just for testing. In order to fully meet such requirements, we

    should develop a new architecture and some new technologies.

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    References[1].Design and Implementation of a QoS-Aware Replication Mechanism for a Distributed

    Multimedia System Giwon On,Jens Schmitt, Ralf Steinmetz, Lecture Notes in

    Computer Science _ Interactive Distributed Multimedia System,, 2001, Vol. 2158, Pp.

    38-49

    [2].Conception, Implementation, and Evaluation of a QoS-Based Architecture for an IPEnvironment Supporting Differentiated Services,Fabien Garcia, Christophe Chassot,

    Andr Lozes, Michel Diaz, Pascal Anelli, Emmanuel Lochin, Lecture Notes in

    Computer Science _ Interactive Distributed Multimedia System, 2001, Vol. 2158, Pp.

    86-98

    [3].A QoS-Control Architecture for Object Middleware, Lodewijk Bergmans,Aart vanHalteren, Lus Ferreira Pires, Marten van Sinderen, Mehmet Aksit, Lecture Notes in

    Computer Science _ Interactive Distributed Multimedia System,, 2000, Vol. 1905, Pp.

    117-131

    [4].QoS Management Middleware: A Separable, Reusable Solution, Denise J. Ecklund,Vera Goebel, Thomas Plagemann, Earl F. Ecklund Jr., Carsten Griwodz, Jan

    yvind Aagedal, Ketil Lund, Arne-Jrgen Berre, Lecture Notes in Computer Science

    _ Interactive Distributed Multimedia System,, 2001, Vol. 2158, Pp. 124-137

    [5].An Architecture for a Scalable Video-on-Demand Server Network withQuality-of-Service Guarantees, Lars O. Burchard, Reinhard Lling, Lecture Notes in

    Computer Science _ Interactive Distributed Multimedia System,, 2000, Vol. 1905, Pp.

    132-143

    [6].Augmented Reliable Multicast CORBA Event Service (ARMS): A QoS-AdaptiveMiddleware, Joo Orvalho, Fernando Boavida, Lecture Notes in Computer Science _

    Interactive Distributed Multimedia System,, 2000, Vol. 1905, Pp. 144-157

    [7].Middleware Support for Media Streaming Establishment Driven by User-Oriented QoSRequirements, Cristian Hesselman,Ing Widya, Aart van Halteren, Bart

    Nieuwenhuis, Lecture Notes in Computer Science _ Interactive Distributed Multimedia

    System,, 2000, Vol. 1905, Pp. 158-171

    [8].Open distributed processing and multimedia, Gordon S Blair, Jean-Bernard

    Stefani, British Library Cataloguing-in-Publication Data, 1997, Pp.1 86, (chapter 1-3)

    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